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Abstract:

A game machine is provided that displays an attack direction in a 3D
virtual game space when a player character is attacked, such that the
human player can readily recognize the attack direction. In the game
machine that activates the player character and an enemy character that
attacks the player character in a 3D virtual game space, the direction of
the attack received by the player character from the enemy character is
acquired based on player position information indicating the position of
the player character and enemy position information indicating the
position of the enemy character in the game space. Damage marks which are
objects that indicate the attack direction are generated at positions
corresponding to the attack direction in a player region set around the
player character, and at least a part of the game space, including the
player character and the damage marks, is displayed.

Claims:

1-33. (canceled)

34. A computer readable storage medium storing a program to cause a
computer to be used as a game machine that activates a player character
operated by a human player and an enemy character that attacks the player
character in a 3D virtual game space, the program causing the computer to
operate as: a player position information acquisition unit that acquires
player position information indicating a position of the player character
in the virtual game space; an enemy position information acquisition unit
that acquires enemy position information indicating a position of the
enemy character in the virtual game space; an attack direction
acquisition unit that acquires a direction of an attack received by the
player character from the enemy character based on the player position
information and the enemy position information; a damage mark generation
unit that generates, when the player character is attacked by the enemy
character, a damage mark at a position corresponding to the attack
direction in a predetermined player region set around the player
character, the damage mark being an object including a first portion and
a second portion, the first portion having a shape indicating the attack
direction, the second portion having a shape indicating the attack
direction with a range wider than the first portion; and a display
controller that displays at least part of the 3D virtual game space
including the player character and the damage mark, wherein the second
portion is an arcuate portion of a circle about a reference point of the
player character, corresponding to the attack direction.

35. The computer readable storage medium according to claim 34, wherein
the damage mark generation unit retains the generated first portion for a
first predetermined period of time and retains the generated second
portion for a second predetermined period of time.

36. The computer readable storage medium according to claim 34, wherein
the damage mark generation unit prevents no less than a first
predetermined number of the first portions from being located in the 3D
virtual game space and prevents no less than a second predetermined
number of the second portions from being located in the 3D virtual game
space.

37. The computer readable storage medium according to claim 34, wherein
each of the first portion and the second portion has a shape including an
indicating portion which is a portion indicating the attack direction,
wherein the damage mark generation unit locates a center of the
indicating portion of the second portion so as to overlap the indicating
portion of the first portion.

38. The computer readable storage medium according to claim 34, wherein
the first portion is of a conical shape, and a heightwise direction of
the cone indicates the attack direction, and an apex of the cone is
directed to the player character.

39. The computer readable storage medium according to claim 34, wherein
the damage mark generation unit changes an attribute of the damage mark
according to a distance between the player character and the enemy
character that performs an attack.

40. The computer readable storage medium according to claim 34, wherein
the predetermined player region is provided in a spherical shape about a
reference point of the player character.

41. A game system for activating a player character operated by a human
player and an enemy character that attacks the player character in a 3D
virtual game space, comprising: a player position information acquisition
unit that acquires player position information indicating a position of
the player character in the virtual game space; an enemy position
information acquisition unit that acquires enemy position information
indicating a position of the enemy character in the virtual game space;
an attack direction acquisition unit that acquires a direction of an
attack received by the player character from the enemy character based on
the player position information and the enemy position information; a
damage mark generation unit that generates, when the player character is
attacked by the enemy character, a damage mark at a position
corresponding to the attack direction in a predetermined player region
set around the player character, the damage mark being an object
including a first portion and a second portion, the first portion having
a shape indicating the attack direction, the second portion having a
shape indicating the attack direction with a range wider than the first
portion; and a display controller that displays at least part of the 3D
virtual game space including the player character and the damage mark,
wherein the second portion is an arcuate portion of a circle about a
reference point of the player character, corresponding to the attack
direction.

42. The game system according to claim 41, wherein the damage mark
generation unit retains the generated first portion for a first
predetermined period of time and retains the generated second portion for
a second predetermined period of time.

43. The game system according to claim 41, wherein the damage mark
generation unit prevents no less than a first predetermined number of the
first portions from being located in the 3D virtual game space and
prevents no less than a second predetermined number of the second
portions from being located in the 3D virtual game space.

44. The game system according to claim 41, wherein each of the first
portion and the second portion has a shape including an indicating
portion which is a portion indicating the attack direction, wherein the
damage mark generation unit locates a center of the indicating portion of
the second portion so as to overlap the indicating portion of the first
portion.

45. The game system according to claim 41, wherein the first portion is
of a conical shape, and a heightwise direction of the cone indicates the
attack direction, and an apex of the cone is directed to the player
character.

46. The game system according to claim 41, wherein the damage mark
generation unit changes an attribute of the damage mark according to a
distance between the player character and the enemy character that
performs an attack.

47. A method for controlling, by a computer, a game that activates a
player character operated by a human player and an enemy character that
attacks the player character in a 3D virtual game space, the method
comprising causing the computer to perform: a first step of acquiring
player position information indicating a position of the player character
in the virtual game space; a second step of acquiring enemy position
information indicating a position of the enemy character in the virtual
game space; a third step of acquiring a direction of an attack received
by the player character from the enemy character based on the player
position information and the enemy position information; a fourth step of
generating, when the player character is attacked by the enemy character,
a damage mark at a position corresponding to the attack direction in a
predetermined player region set around the player character, the damage
mark being an object including a first portion and a second portion, the
first portion having a shape indicating the attack direction, the second
portion having a shape indicating the attack direction with a range wider
than the first portion; and the fifth step of displaying at least part of
the 3D virtual game space including the player character and the damage
mark, wherein the second portion is an arcuate portion of a circle about
a reference point of the player character, corresponding to the attack
direction.

48. The method for controlling the game according to claim 47, wherein
the fourth step retains the generated first portion for a first
predetermined period of time and retains the generated second portion for
a second predetermined period of time.

49. The method for controlling the game according to claim 47, wherein
the fourth step prevents no less than a first predetermined number of the
first portions from being located in the 3D virtual game space and
prevents no less than a second predetermined number of the second
portions from being located in the 3D virtual game space.

50. The method for controlling the game according to claim 47, wherein
each of the first portion and the second portion has a shape including an
indicating portion which is a portion indicating the attack direction,
wherein the fourth step locates a center of the indicating portion of the
second portion so as to overlap the indicating portion of the first
portion.

51. The method for controlling the game according to claim 47, wherein
the first portion is of a conical shape, and a heightwise direction of
the cone indicates the attack direction, and an apex of the cone is
directed to the player character.

52. The method for controlling the game according to claim 47, wherein
the fourth step changes an attribute of the damage mark according to a
distance between the player character and the enemy character that
performs an attack.

53. The method for controlling the game according to claim 47, wherein
the predetermined player region is provided in a spherical shape about a
reference point of the player character.

Description:

[0001] This application is a Continuation of application Ser. No.
12/726,912, filed Mar. 18, 2010, which application is incorporated herein
by reference.

BACKGROUND OF THE INVENTION

[0002] 1. Field of the Invention

[0003] The present invention relates to a game machine that displays the
direction of an attack from an enemy character in a readily recognizable
manner. The present invention also relates to a computer program for
realizing such a game machine, and further to a method of displaying
certain objects in a game.

[0004] 2. Description of the Related Art

[0005] Various shooting games have so far been developed in which the
player operates a predetermined character (for example, a soldier, a
fighter, a tank) to attack an opponent character by utilizing weapons
such bullets, missiles, and laser beams. Hereinafter, the character
operated by the player will be referred to as "player character", and the
opponent character as "enemy character".

[0006] In the shooting game, generally, scores are added when the player
activates the player character to attack the enemy character and
successfully defeats (for example, when the bullet or missile directly
strikes) the enemy character. On the other hand, when the player
character is attacked by the enemy character, the player character,
suffering the damage, loses some of its hit points (power) given in
advance. When the accumulated damage exceeds a predetermined value and so
the hit points of the player character become zero, the game is over. In
order to avoid this, the player has to operate the player character to
attack the enemy character while also trying to dodge the attack from the
enemy character.

[0007] However, the display screen only displays a part of the virtual
game space, and hence the player is unable to notice the presence of an
enemy character located at a position not included in the display screen.
The player cannot dodge the attack from the enemy character not displayed
on the display screen, and cannot attack the enemy character either,
since the presence of the enemy is not recognized. To alleviate such
disadvantage against the player, some newly developed shooting games are
provided with a function to notify the player of the position of an enemy
character that is not displayed on the display screen (see Japanese
Laid-open Patent Publication No. H11-70274, for example).

[0008] Specifically, a game displays on the screen a radar that indicates
the position of the enemy character. The radar displays, for example, the
position of the enemy character in the virtual game space viewed from
above with the player character placed at the center, so that the player
can recognize the relative position and direction of the enemy character
with respect to the player character. Another game displays on the screen
a marker that indicates the direction in which the enemy character has
moved, when the enemy character moves out of the display screen. In view
of such marker, the player can recognize the direction where the enemy
character is located.

[0009] However, in the case where a number of enemy characters are present
in the virtual game space, in the former game the radar indicates a
number of positions of the enemy characters, and in the latter a number
of markers appear on the display screen. Such display of many markers and
the like makes the screen uncomfortable to watch, and besides the player
feels perplexed with which of the enemy characters to focus on, since all
of the enemy characters do not always attack at a time. Accordingly, it
is not always best to notify the player of the position of all the enemy
characters, on the display screen.

[0010] In the case where a number of enemy characters are present in the
virtual game space, it is preferable, rather than notifying the player of
the position of all the enemy characters, to notify the player of the
position of only the enemy character that is making the attack, because
thus the game screen can be simplified and the player can concentrate on
dealing with the enemy character that is making the attack. In other
words, all that the player is to do upon being attacked by the enemy
character is either dodge a succeeding attack from the enemy character or
attack that enemy character, and hence it becomes much easier to operate
the player character. Accordingly, a shooting game has been developed
that displays, when the player character is attacked by the enemy
character, a damage mark indicating the direction of the attack from the
enemy character (hereinafter, "attack direction").

[0011] FIG. 13 is a schematic drawing for explaining the conventional
shooting game that displays the damage mark indicating the attack
direction. FIG. 13 depicts a display screen showing a scene of the game,
from the viewpoint of the player character in the three-dimensional
(hereinafter, 3D) virtual game space.

[0012] The screen shown in FIG. 13 includes a machine gun GUN, the enemy
character EC, and the damage mark DM. The machine gun GUN represents the
machine gun carried by the player character, and the sight of the machine
gun is displayed. The enemy character EC represents the character that
attacks the player character. The damage mark DM is an arcuate mark that
appears when the player character is attacked, in different directions
and positions so as to indicate the attack direction. The damage mark DM
appears on a display region formed along a circle formed about the center
of the screen, in a shape corresponding to a quarter of that circle. The
damage mark DM can be rotationally displayed at four different positions,
namely an upper, lower, left and right position about the center of the
circle. In FIG. 13, the damage mark DM is displayed at the upper position
so as to bulge upward. The four display positions of the damage mark DM
correspond to four regions about the player character in the virtual game
space, namely a forward region, right region, left region, and rear
region, with respect to the front of the player character. In other
words, a circle is horizontally drawn about the player character, and the
four regions defined by equally dividing such circle in four parts in
reference to the front of the player character respectively correspond to
the four display positions and four convex shapes of the arc of the
damage mark DM (upper position and upwardly convex, right position and
rightwardly convex, left position and leftwardly convex, and lower
position and downwardly convex).

[0013] Thus, when the player character is attacked from the forward
direction, the damage mark DM appears at the upper position in the
upwardly convex shape, and when the attack comes from the right direction
the damage mark DM appears at the right position in the rightwardly
convex shape. When the player character is attacked from the left
direction, the damage mark DM appears at the left position in the
leftwardly convex shape, and when the attack comes from the rear
direction, the damage mark DM appears at the lower position in the
downwardly convex shape.

[0014] The scene shown in FIG. 13 represents the case that the player
character has been attacked by the enemy character EC from the forward
direction (in other words, the region where the enemy character EC is
located is the forward region), and hence shows the damage mark DM at the
upper position in the upwardly convex shape. Here, although the scene of
FIG. 13 includes the enemy character EC itself, the damage mark DM
equally appears when the player character is attacked, irrespective of
whether the enemy character EC is displayed in the screen.

[0015] The player can therefore notice that the player character has been
attacked in view of the appearance of the damage mark DM, and also
recognize the attack direction according to the position and direction of
the damage mark DM, to thereby efficiently dodge the succeeding attack
from the enemy character EC that has made the attack and to attack that
enemy character EC, based on the damage mark DM.

[0016] As stated above, the display region of the damage mark DM lies on
the circle about the center of the screen (circle on a vertical plane).
Accordingly, the player has to translate the attack direction indicated
by the damage mark DM into one of the directions with respect to the
player character in the virtual game space, and it is difficult to
recognize the attack direction.

[0017] Also, the attack direction from the enemy character EC shown in
FIG. 13 is indicated by the display positions and direction of the arc of
the damage mark DM, which respectively corresponds to the four regions
(four directions) defined by equally dividing a circle horizontally drawn
about the player character in four parts, in reference to the front of
the player character. Thus in the conventional games the attack direction
in horizontal directions is displayed in directions on the vertical
plane, in other words the image showing the game progress (image from the
viewpoint of the player character) and the image indicating the attack
direction from the enemy character EC (damage mark DM) are not displayed
in a screen of a common direction, and therefore it is difficult for the
player to recognize the attack direction from the enemy character EC
based on the damage mark DM.

[0018] Besides, since the damage mark DM only two-dimensionally indicates
the attack direction viewed from above the player character, the upward
and downward direction (height) of the attack in the game image cannot be
indicated. Even though a height difference is set in the game space field
and the enemy character EC makes an attack from a higher position or
lower position in any of the four regions, the display of the damage mark
DM remains the same in either cases. Such display impedes the player from
recognizing the upward and downward attack direction in the 3D virtual
game space, thereby disabling the player to dodge the succeeding attack
of the enemy character and to make a counter attack.

SUMMARY OF THE INVENTION

[0019] The present invention has been proposed under the foregoing
circumstances. It is therefore an object of the present invention to
provide a game machine that displays a damage mark that enables the
player to readily recognize an attack direction in a 3D virtual game
space, when the player character is attacked. Other objects of the
present invention are to provide a computer program for realizing such a
game machine, and to provide a method of displaying certain objects in a
game.

[0020] According to a first aspect of the present invention, there is
provided a computer readable storage medium comprising a program encoded
and stored in a computer readable format to cause a computer to be used
as a game machine that activates a player character operated by a human
player and an enemy character that attacks the player character in a 3D
virtual game space. The program is configured to cause the computer to
operate as: a player position information acquisition unit that acquires
player position information indicating a position of the player character
in the virtual game space; an enemy position information acquisition unit
that acquires enemy position information indicating a position of the
enemy character in the virtual game space; an attack direction
acquisition unit that acquires a direction of an attack received by the
player character from the enemy character based on the player position
information and the enemy position information; a damage mark generation
unit that generates, when the player character is attacked by the enemy
character, a damage mark which is an object that indicates the attack
direction, at a position corresponding to the attack direction in a
predetermined player region set around the player character; and a
display controller that displays at least part of the 3D virtual game
space including the player character and the damage mark.

[0021] Preferably, the player region may be provided in a circular shape
about a reference point of the player character, when viewed from above
the 3D virtual game space.

[0022] Preferably, the program may further cause the computer to operate
as a calculation unit that calculates attack direction height information
including height information of the attack direction, based on both
height information in the player position information and height
information in the enemy position information, wherein the damage mark
generation unit generates the damage mark based on the attack direction
height information calculated by the calculation unit.

[0023] Preferably, the enemy position information acquisition unit may
acquire firing point information indicating an attack firing point in the
virtual game space where the enemy character has fired the attack, as the
enemy position information, and the player position information
acquisition unit acquires impact point information indicating an attack
impact point in the virtual game space where the player character has
suffered the attack, as the player position information.

[0024] Preferably, the attack direction height information may be
indicated by an angle of a straight line that passes the attack impact
point and the attack firing point with respect to one of a horizontal
plane and a vertical line extending in a direction of gravity.

[0025] Preferably, the damage mark generation unit may generate the damage
mark with an inclination according to the attack direction height
information.

[0026] Preferably, the damage mark generation unit may generate the damage
mark at a height according to the attack direction height information.

[0027] Preferably, the damage mark generation unit may generate a
plurality of types of damage marks.

[0028] Preferably, the plurality of types of damage marks include a first
mark that indicates the attack direction, and a second mark that
indicates the attack direction over a wider range than the first mark
does.

[0029] Preferably, the damage mark generation unit may erase the first
mark and the second mark after locating those marks in the virtual game
space for a predetermined period of time, where the predetermined period
for the first mark and that for the second mark are different.

[0030] Preferably, the damage mark generation unit may locate a
predetermined number of the first marks and a predetermined number of the
second marks, where the predetermined number of the first marks is
greater than that of the second marks.

[0031] Preferably, the first mark and the second mark may be of such a
shape that includes an indicator that indicates the attack direction, and
the damage mark generation unit may superpose a central portion of the
indicator of the second mark on the indicator of a first mark generated
last.

[0032] Preferably, the damage mark may be of a conical shape, and a
heightwise direction of the cone indicates the attack direction, and an
apex of the cone is directed to the player character.

[0033] Preferably, the damage mark may be an arcuate portion of a circle
about the position of the player character, corresponding to the attack
direction.

[0034] Preferably, the damage mark generation unit may locate the damage
mark only for a predetermined period of time after the player character
is attacked.

[0035] Preferably, the damage mark generation unit may locate a
predetermined number of the damage marks, and may erase an oldest damage
mark when the number of damage marks exceeds the predetermined number
upon generating a new damage mark.

[0036] Preferably, the damage mark generation unit may change the
appearance of the damage mark according to a distance between the player
character and the enemy character that has attacked the player character.

[0037] Preferably, the player region may be provided in a spherical shape
about a reference point of the player character.

[0038] According to a second aspect of the present invention, there is
provided a method of displaying objects in a game in which a player
character operated by a human player and an enemy character that attacks
the player character are activated in a 3D virtual game space. While
playing this game, the human player is informed of an attack direction
when the player character is attacked by the enemy character. The method
comprises: a player position information acquisition step for acquiring
player position information indicating a position of the player character
in the virtual game space; an enemy position information acquisition step
for acquiring enemy position information indicating a position of the
enemy character in the virtual game space; an attack direction
acquisition step for acquiring a direction of an attack received by the
player character from the enemy character based on the player position
information and the enemy position information; a damage mark generation
step for generating a damage mark which is an object that indicates the
attack direction, at a position corresponding to the attack direction in
a predetermined player region set around the player character; and a
display step for displaying at least part of the 3D virtual game space
including the player character and the damage mark.

[0039] According to a third aspect of the present invention, there is
provided a game machine for playing a game in which a player character
operated by a human player and an enemy character that attacks the player
character are activated in a 3D virtual game space. The game machine
comprises: a player position information acquisition unit that acquires
player position information indicating a position of the player character
in the virtual game space; an enemy position information acquisition unit
that acquires enemy position information indicating a position of the
enemy character in the virtual game space; an attack direction
acquisition unit that acquires a direction of an attack received by the
player character from the enemy character based on the player position
information and the enemy position information; a damage mark generation
unit that generates, when the player character is attacked by the enemy
character, a damage mark which is an object that indicates the attack
direction, at a position corresponding to the attack direction in a
predetermined player region set around the player character; and a
display controller that displays at least part of the 3D virtual game
space including the player character and the damage mark.

[0040] Other features and advantages of the present invention will become
more apparent through detailed description given below referring to the
accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

[0041] FIG. 1 is a schematic drawing showing a scene of a shooting game
according to an embodiment of the present invention;

[0042]FIG. 2 is a schematic drawing for explaining a world coordinate
system set in a 3D virtual game space;

[0043] FIG. 3 is a schematic drawing for explaining a relationship between
a player character position coordinate P, and an arcuate damage mark DMC
and triangular damage marks DMT;

[0044]FIG. 4 is a diagram for explaining calculation of an angle θd
of an attack direction in an XZ-plane in a virtual game space, with
respect to a Z-axis;

[0045] FIG. 5 is a diagram for explaining calculation of an angle Ay of
the attack direction in the virtual game space with respect to the
XZ-plane;

[0051] FIG. 11 is a flowchart showing an updating process of the damage
mark table;

[0052] FIG. 12 is a flowchart showing a transmission process of damage
mark information; and

[0053] FIG. 13 is a schematic drawing for explaining a conventional
shooting game.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0054] Embodiments of the present invention will be described in details
with reference to the accompanying drawings. Hereinbelow, the present
invention is described as being applied to a home-use game machine for
playing a shooting game (hereinafter, simply "game machine"), though the
present invention is not limited to this particular application.

[0055] In the shooting game according to the present embodiment, the
player is to operate a player character in a 3D virtual game space, to
thereby fight against a plurality of enemy characters that attacks the
player character. The player activates the player character to attack the
enemy character with weapons such as a machine gun and hand grenades, to
defeat the enemy character. On the other hand, the enemy characters also
attack the player character with similar weapons. When the player
character receives an attack, the player character suffers a damage,
resulting in a decrease in hit points given in advance to the player
character. The accumulated amount of damage exceeds a predetermined value
and the hit points of the player character become zero, the game is over.
Accordingly, when an attack is received from the enemy character, the
player has to operate the player character so as to dodge the succeeding
attack or to make a counter attack against the enemy character. In this
embodiment, when an attack is received from the enemy character, a damage
mark is displayed so as to indicate from which direction in the 3D
virtual game space the enemy character has made the attack (attack
direction).

[0056] Objects (i.e., various elements appearing in the virtual game
space, including the player character, the enemy character, the damage
marks, etc.) are arranged in the 3D virtual game space, and the player
character moves in the 3D virtual game space according to the operation
by the player. Other objects are either fixed in the 3D virtual game
space, or set to move according to the game program. The objects in the
3D virtual game space are projected in a form of a two-dimensional image
by a projection process, and displayed in a display screen. The damage
mark is also an object, and located in the 3D virtual game space and
displayed in the display screen by projection. The damage mark is located
at a position corresponding to the attack direction viewed from above in
the 3D virtual game space. The damage mark also indicates whether the
enemy character has made the attack from a position as high as the player
character, or higher or lower than the player character. Hereinafter, a
component of the attack direction that indicates the height will be
referred to as "height component in the attack direction". In this
embodiment, the appearance (inclination) of the damage mark is changed in
three angles, according to the height component in the attack direction.

[0057] FIG. 1 is a drawing for explaining the damage mark, and depicts a
displayed image of a scene in the shooting game according to this
embodiment. The shooting game according to this embodiment is what is
known as a third-person shooting game (from a viewpoint of a third
person), and hence a birds-eye image including the player character and a
periphery thereof, viewed from an upper position behind the player
character, is displayed. The displayed image shown in FIG. 1 includes the
player character PC, the score SC, the Hit Point HP, an arcuate damage
mark DMC, and triangular damage marks DMT1, DMT2. The Hit Point HP is
displayed at a left upper position of the display screen, and the score
SC is displayed right under the Hit Point HP. The player character PC is
displayed in a central portion of the display screen. The arcuate damage
mark DMC and the triangular damage marks DMT1, DMT2 are displayed in a
predetermined region provided around the player character PC. It is to be
noted that the triangular damage marks DMT1, DMT2 correspond to the first
mark according to the present invention, and the arcuate damage mark DMC
corresponds to the second mark according to the present invention.

[0058] The player character PC is the character to be operated by the
player, and selected and entered by the player upon starting the game.
The selection of the player character by the player may be skipped, and a
predetermined character may be provided. The score SC represents the
score gained by the player, and is acquired and added up each time the
player character attacks or defeats the enemy character. The Hit Point HP
indicates the level of the hit points of the player character PC, which
is decreased each time an attack of the enemy character is received.

[0059] The arcuate damage mark DMC and the triangular damage marks DMT1,
DMT2 serve to indicate the attack direction from the enemy character,
when the enemy character has made the attack. Here, the arcuate damage
mark and the triangular damage marks will be collectively referred to as
"damage mark".

[0060] The arcuate damage mark DMC serve to roughly indicate the direction
of the attack that the player character PC has received. The arcuate
damage mark DMC is an arcuate object having a predetermined width and
thickness, formed about a player character position P indicating the
position of the player character PC in the 3D virtual game space (for
example, center of the upper body of the player character PC). Here, the
edge of the arcuate damage mark DMC opposite to the player character PC
corresponds to the "indicator" that indicates the attack direction
according to the present invention, and a central position P2 (Ref. FIG.
4) to be later described to the "center of the indicator" according to
the present invention. In this embodiment, the arcuate damage mark DMC is
displayed for one second after the player character PC is attacked. Such
display period is not limited to one second. In this embodiment, when a
succeeding attack is received while the arcuate damage mark DMC is
displayed, the arcuate damage mark DMC corresponding to the preceding
attack is erased and only the arcuate damage mark DMC corresponding to
the succeeding attack is displayed, in order to prevent the display
screen from becoming complicated. Accordingly, when the player character
PC is successively attacked, only the arcuate damage mark DMC
corresponding to the latest attack is displayed. However, the arcuate
damage mark DMC corresponding to the preceding attack may be kept
displayed together with the arcuate damage mark DMC corresponding to the
succeeding attack, when the attacks are successively received.

[0061] The triangular damage marks DMT1, DMT2 serve to more precisely
indicate the direction of the attack received by the player character PC.
To be more detailed, the range of the attack direction indicated by the
triangular damage marks DMT1, DMT2 (range in a horizontal direction, not
in a height direction) is narrower than the attack direction indicated by
the arcuate damage mark DMC, and hence the triangular damage marks DMT1,
DMT2 can indicate the attack direction more precisely than the arcuate
damage mark DMC. Here, a bottom portion of the triangular damage marks
DMT1, DMT2 corresponds to the "indicator" that indicates the attack
direction according to the present invention. The triangular damage marks
DMT1, DMT2 are conical objects with the bottom portion directed to the
attack direction in the 3D virtual game space, and with the apex directed
to the player character PC. Since the objects in the 3D virtual game
space are displayed in the two-dimensional display screen by projection,
the triangular damage marks DMT1, DMT2 appear in a generally triangular
shape in the display screen. In the case where the attack is made from
right behind the player character PC, only the bottom portion of the cone
is displayed, and hence a circle is displayed. Thus, because of the
conical shape, the triangular damage marks DMT1, DMT2 are displayed in a
circle when viewed from behind and in a triangle when viewed from other
directions, and thereby presents appropriate appearances in all angles.

[0062] The triangular damage mark DMT2 appears based on the latest attack,
and the triangular damage mark DMT1 based on the immediately preceding
attack. In this embodiment, the triangular damage marks are displayed up
to three pieces to thereby prevent complication of the display screen,
and the triangular damage marks based on the earlier attacks are erased.
In other words, three triangular damage marks are displayed in the screen
at maximum (to collectively refer to the triangular damage marks
irrespective of the attack sequence, the expression of "triangular damage
mark DMT" is employed). Here, the number of triangular damage marks to be
displayed is not limited to three, but may be just one or two, or four or
more. Also, such limitation on the number may be removed.

[0063] In this embodiment, the triangular damage marks DMT are displayed
for 0.5 seconds after the player character PC is attacked, however such
display period is not limited to 0.5 seconds. Also, the triangular damage
marks DMT are set to be displayed for a shorter time than the arcuate
damage mark DMC in this embodiment, for the following reasons. First,
displaying the triangular damage marks DMT for a longer time makes the
display screen complicated. Also, since the player character PC and the
enemy character are moving in the virtual game space, the enemy character
may no longer be found in the direction indicated by the triangular
damage mark DMT kept displayed for a long time. Further, because of the
processing speed and communication lag of the game machine, the details
of which will be subsequently described, the enemy character may no
longer remain in the direction indicated by the triangular damage mark
DMT. For such reasons, the triangular damage marks DMT which indicate the
precise direction are displayed for a shorter time, and the arcuate
damage mark DMC which roughly indicate the attack direction is displayed
for a longer time. However, the triangular damage mark DMT and the
arcuate damage marks DMC may be displayed over the same period of time.

[0064] It is for the following reason that not only the triangular damage
marks DMT but also the arcuate damage mark DMC is displayed. In the case
where the player character PC receives the attack from the forward
direction, the triangular damage mark DMT is hidden by the player
character PC, and hence the player may fail to notice the attack.
Accordingly, in this embodiment, the arcuate damage mark DMC of such a
size that is not hidden by the player character PC is displayed at a
time, to thereby roughly indicate the direction of the latest attack.
Also, in the case where the game machine is communicably connected to
another game machine to thereby have a fight between the player character
of the game machine and a player character (enemy character) of such
another game machine, the enemy character may no longer remain in the
direction indicated by the triangular damage mark DMT, because of the
communication lag (delay produced in communication) between the game
machines. Even in such a case, the arcuate damage mark DMC which roughly
indicates the attack direction can indicate the position of the enemy
character, thus preventing degradation in reliability of the damage mark,
on the part of the player. Here, the present invention is not limited to
displaying the both damage marks, but includes displaying just either
thereof. Also, three or more types of damage marks may be displayed. The
shape and size of the damage marks are not specifically limited.

[0065] The triangular damage marks DMT and the arcuate damage mark DMC
also indicate the height component in the attack direction. The
triangular damage mark DMT1 is an object in the virtual game space,
oriented such that the height direction of the cone (direction of a line
perpendicular to the bottom portion of the cone and passing the apex
thereof) is horizontal (parallel to a horizontal plane) and that the
bottom portion is parallel to a vertical direction. The triangular damage
mark DMT1 thus oriented indicates that the player character PC has been
attacked by the enemy character located at a position of generally the
same height. The triangular damage mark DMT2 is an object in the virtual
game space, oriented such that the height direction of the cone is
upwardly tilted from a horizontal direction, and that the bottom portion
is upwardly tilted from a vertical direction. The triangular damage mark
DMT2 thus oriented indicates that the player character PC has been
attacked by the enemy character located at a higher position. In this
embodiment, the triangular damage marks DMT are displayed in three
different angles according to the height component in the attack
direction. More specifically, in the case where the player character PC
is attacked from a direction higher than a predetermined angle (for
instance, 15°) with respect to a horizontal direction, the cone is
displayed with the height direction upwardly inclined by 30° for
example, and when the player character PC is attacked from a direction
lower than a predetermined angle (for instance, -15°) with respect
to a horizontal direction, the cone is displayed with the height
direction downwardly inclined by 30°, for example.

[0066] Likewise, the arcuate damage mark DMC is displayed in three
different angles according to the height component in the attack
direction. The arcuate damage mark DMC shown in FIG. 1 is an arcuate
object obliquely inclined upward in the virtual game space, and indicates
that the player character PC has been attacked by the enemy character
located at a higher position than the player character. The foregoing
angles are merely exemplary, and may be appropriately determined
according to the situation. Also, the inclination of the damage mark may
be displayed in finer increments instead of three angles, or may be
continuously changed according to the angle of the attack direction with
respect to a horizontal direction.

[0067] The position where the damage mark is to be shown is determined
according to the part of the player character PC that the bullet from the
enemy character has hit, and the position from which that bullet has been
fired. Also, a coordinate system is set in the 3D virtual game space.
Hereinafter, the coordinate system set in the virtual game space will be
referred to as "world coordinate system".

[0068]FIG. 2 is a schematic drawing for explaining the world coordinate
system set in the 3D virtual game space. The Y-axis of the world
coordinate system corresponds to a vertical direction of the virtual game
space, and the XZ-plane of the world coordinate system corresponds to a
horizontal plane of the virtual game space. Positions in the virtual game
space are indicated based on the world coordinate system. The locations
of the objects are also indicated based on the world coordinate system.
For example, the position of the player character PC is denoted by a
player character position coordinate P (Xp, Yp, Zp) representing the
center of the upper body of the player character.

[0069] The objects are constituted of a plurality of polygons (for
example, triangles). The polygons each bear information on relative
position thereof with respect to the relevant object, the coordinate of
each polygon is determined based on the coordinate of the object (in the
case where the polygon is a triangle, the coordinate of the three
apices). However, the respective polygon coordinate of the damage mark is
determined in reference to the player character position coordinate P
(Xp, Yp, Zp). The three-dimensional coordinates based on the world
coordinate system of the polygons are converted by projection into the
two-dimensional coordinate system corresponding to the display screen
(hereinafter, "screen coordinate system"), so that upon drawing the
polygons on the converted coordinate the objects on the virtual game
space are drawn on the display screen.

[0070] FIG. 3 is a schematic drawing for explaining a relationship between
the player character position coordinate P, and the arcuate damage mark
DMC and triangular damage marks DMT. The arcuate damage mark DMC is an
arcuate object (for example, semicircular) which is a part of a circle
with a predetermined radius (distance d2) about the coordinate P (Xp, Yp,
Zp) formed parallel to the XZ-plane (horizontal plane), and which
intersects at its midpoint with a line S extending from the coordinate P
parallel to the Z-axis. The triangular damage marks DMT are conical
objects having the apex at a point away from the coordinate P by a
predetermined distance d1 in the Z-axis direction, with the height
direction aligned with the line S extending from the coordinate P
parallel to the Z-axis.

[0071] The arcuate damage mark DMC and the triangular damage marks DMT are
rotationally located about the coordinate P (Xp, Yp, Zp) based on the
attack direction from the enemy character.

[0072]FIG. 2 depicts the situation that the bullet from the machine gun
of the enemy character EC located at a higher position has hit the player
character PC. Here, the decision that the bullet has hit the player
character PC is made based on agreement between the coordinate of the
bullet and the coordinate of one of the polygons constituting the player
character PC (coordinate of the region surrounded by the coordinates of
the apices of the polygon). In this case, an impact point A of the bullet
corresponds to the coordinate of the bullet where the bullet has hit the
player character PC, and such coordinate will be denoted by A (Xa, Ya,
Za). In FIG. 2, the coordinate A (Xa, Ya, Za) is on the head of the
player character PC. The position B from which the bullet has been fired
corresponds to the position where the point of the machine gun of the
enemy character EC is located when the bullet is fired, and the
coordinate of such position will be denoted by B (Xb, Yb, Zb). The damage
marks are located based on the player character position P (Xp, Yp, Zp),
the impact point A (Xa, Ya, Za), the firing position B (Xb, Yb, Zb).
Here, the firing position B (Xb, Yb, Zb) may be the position where the
point of the machine gun of the enemy character EC is located when the
bullet hits the player character PC.

[0073]FIG. 4 is a diagram for explaining the calculation of an angle
θd of the attack direction in the XZ-plane in the virtual game
space, with respect to the Z-axis. FIG. 4 represents the projection of
the virtual game space shown in FIG. 2 on the XZ-plane. The attack
direction projected on the XZ-plane is indicated by a vector directed to
the firing position B (Xb, Zb) from the impact point A (Xa, Za). Such
vector W may be expressed as (Xb-Xa, Zb-Za). When the unit vector in the
Z-direction is expressed as vector Z=(0, 1), the inner product of the
vector W and the vector Z can be expressed as the following equation (1).
Accordingly, the angle θd can be calculated through the equation
(2) given below.

where {right arrow over (W)} represents the vector W, and {right arrow
over (z)} the vector Z.

[0074] The triangular damage marks DMT and the arcuate damage mark DMC are
located such that the respective centers (P1 and P2) are rotated about
the Y-axis by the angle θd with respect to the Z-axis, with the
rotational center placed at the player character position coordinate P
(Xp, Yp, Zp). Here, the central position P1 of the triangular damage mark
DMT is, for example, the apex of the cone (including the vicinity of the
apex), and the central position P2 of the arcuate damage mark DMC is the
midpoint of the arc (including the vicinity of the midpoint). However,
the central positions P1, P2 may be an arbitrary point on the triangular
damage marks DMT and the arcuate damage mark DMC, without limitation to
such setting.

[0075] As stated above, when the player character PC is viewed along a
vertical direction (Y-axis direction), the central position P1 of the
triangular damage mark DMT falls on a circle R1 (not shown) formed about
the player character position coordinate P (Xp, Yp, Zp) with a radius
corresponding to the predetermined distance d1, and the triangular damage
mark DMT is located about the central position P1. In other words, the
region along the circle R1 constitutes the locating region of the
triangular damage mark DMT. Likewise, the central position P2 of the
arcuate damage mark DMC falls on a circle R2 (not shown) formed about the
player character position coordinate P (Xp, Yp, Zp) with a radius
corresponding to the predetermined distance d2, and the arcuate damage
mark DMC is located about the central position P2. In other words, the
region along the circle R2 constitutes the locating region of the arcuate
damage mark DMC.

[0076] FIG. 5 is a diagram for explaining calculation of an angle Ay of
the attack direction in the virtual game space with respect to the
XZ-plane (horizontal plane). FIG. 5 represents a side view of the virtual
game space shown in FIG. 2. The Y coordinate of the impact point A is Ya,
and that of the firing point B is Yb. These Y coordinates represent the
height from a horizontal plane. The distance L between the firing point B
and the impact point A projected on the horizontal plane can be
calculated through the following equation (3). Accordingly, the angle
θy of the attack direction with respect to the XZ-plane in the
virtual game space can be calculated with the following equation (4).

[0077] The triangular damage marks DMT and the arcuate damage mark DMC are
located at a position rotated by a certain angle, which is to be
determined according to the angle θy, about an axis Q (referring to
FIG. 4, an axis orthogonal to the vector W and horizontally extending so
as to pass the player character position P) in the Y-axis direction. More
specifically, in the case where θy is not greater than -15°,
the damage marks are located with an inclination of 30° in the
negative Y-axis direction; in the case where θy is greater than
-15° but smaller than 15°, the damage marks are located
without an inclination in the Y-axis direction, and in the case where
θy is not smaller than 15°, the damage marks are located
with an inclination of 30° in the positive Y-axis direction.

[0078] As stated above, the central position P1 is also located on a point
on the circle R1 rotated by ±30° about the axis Q, and the
triangular damage mark DMT is located about the central position P1. In
other words, a region on a circle R1' (not shown) formed parallel to the
circle R1 about a point distant by d1sin(30°)=(1/2)d1 from the Y
coordinate of the center of the circle R1, as well as a region on a
circle R1' (not shown) formed parallel to the circle R1 about a point
distant by d1sin(-30°)=-(1/2)d1 from the Y coordinate of the
center of the circle R1, also constitute the locating region of the
triangular damage mark DMT. Here, the circle R1' and the circle R1''
constitute circles having a radius of ( 3/2)d1, formed parallel to the
XZ-plane about the point (Xp, Yp±(1/2)d1, Zp).

[0079] Likewise, the central position P2 is also located on a point on the
circle R2 rotated by ±30° about the axis Q, and the arcuate
damage mark DMC is located about the central position P2. In other words,
a region on a circle R2' (not shown) formed parallel to the circle R2
about a point distant by)d2sin(30°)=(1/2)d2 from the Y coordinate
of the center of the circle R2, as well as a region on a circle R2'' (not
shown) formed parallel to the circle R2 about a point distant
by)d2sin(-30°)=-(1/2)d2 from the Y coordinate of the center of the
circle R2, also constitute the locating region of the arcuate damage mark
DMC. Here, the circle R2' and the circle R2'' constitute circles having a
radius of ( 3/2)d2, formed parallel to the XZ-plane about the point (Xp,
Yp±(1/2)d2, Zp).

[0080] The coordinate of the impact point A and the firing point B at the
moment that the player character PC has been attacked (the bullet has hit
the player character PC) is recorded in a damage mark table. The damage
mark table is used to record therein the information necessary for
displaying the damage mark.

[0081]FIG. 6 is a table for explaining the damage mark. The damage mark
table is provided in a storage region of the game machine upon starting
the game, and is overwritten through the damage mark processing to be
described later. In the damage mark table, a damage mark ID, a drawing
flag, a counter, the firing point coordinate, and the impact point
coordinate are recorded.

[0082] The damage mark ID represents each damage mark. DMT1, DMT2, DMT3
stand for the three triangular damage marks. Since up to three triangular
damage marks are displayed in this embodiment, three IDs are employed.
DMC stands for the arcuate damage mark.

[0083] The drawing flag serves to decide whether the damage mark is to be
drawn. The damage mark bearing an ON-state drawing flag is drawn, and the
damage mark bearing an OFF-state drawing flag is not drawn. When the
player character is attacked, the drawing flag of the damage mark ID
"DMC" is turned ON, and the drawing flag of one of the damage mark IDs
"DMT1", "DMT2", "DMT3" is turned ON. Also, the drawing flag turned ON is
turned OFF after a predetermined period of time. The switching between ON
and OFF will be subsequently described with reference to the damage mark
processing.

[0084] The counter serves to measure the time after the drawing flag of
the damage mark is turned ON, and actually counts the number of frames
drawn. In this embodiment the drawing is executed every 1/30 second, and
hence counting such drawn frames leads to measuring the time. For
example, when the frame count reaches 15, 0.5 seconds have elapsed. The
timing for drawing is not limited to every 1/30 second. Also, the timing
for drawing does not have to be fixed, but may vary. For example, during
a phase through which the drawing is executed every 1/60 second, each
frame may be counted as 0.5. The actual time may be measured, instead of
counting the frames.

[0085] The impact point coordinate and the firing point coordinate are the
coordinates in the world coordinate system, of the impact point A at the
moment that the player character PC has been attacked (the bullet has hit
the player character PC), and of the firing point B where that bullet has
been fired. In this embodiment, the impact point coordinate corresponds
to the player position information and the impact point information
according to the present invention, and the firing point coordinate
corresponds to the enemy position information and the firing point
information according to the present invention.

[0086] Utilizing the foregoing equations (2) and (4), the angles θd
and θy are calculated based on the firing point coordinate and the
impact point coordinate recorded in the damage mark table. Here, the
angles θd and θy correspond to the direction of the attack
received by the player character from the enemy character according to
the present invention. Also, although the angle θy corresponds to
the attack direction height information according to the present
invention, the angle θy2 in FIG. 5 may be utilized as the attack
direction height information according to the present invention. The
triangular damage marks DMT and the arcuate damage mark DMC are located
in the virtual game space based on the angle θd, and the angle
θy or θy2. The triangular damage marks DMT and the arcuate
damage mark DMC located in the virtual game space are subjected to
projection transformation (coordinate transformation), together with
other objects, and then displayed on the display screen.

[0087] Although the foregoing description refers to the firing point and
the impact point of the bullet of the machine gun carried by the enemy
character, the attack may be otherwise made. The attack with a rifle or a
pistol can be processed in the same way, and this also applies to an
attack with a laser beam gun which does not fire a bullet, or with an
arrow. This further applies to an attack with a projectile weapon such as
a hand grenade or throwing a stone.

[0088] A hardware construction according to this embodiment will now be
described hereunder.

[0089]FIG. 7 is a block diagram showing a configuration of the game
machine according to the present invention. The game machine 1 includes a
main body 11, an operation controller 12, and a monitor 13. The operation
controller 12 and the monitor 13 are connected to the main body 11
through an exclusive cable. A disk 14 containing a game program and game
data can be loaded into the main body 11. When necessary, a memory card
15 for storing the game data can also be loaded into the main body 11.

[0090] The main body 11 includes a control unit 111, a drawing processor
112, a sound processor 113, a disk drive unit 114, a memory card
connection unit 115, an I/O interface unit 116, and a communication
processor 117. To the control unit 111, the drawing processor 112, the
sound processor 113, the I/O interface unit 116, and the communication
processor 117 are connected. To the I/O interface unit 116, the disk
drive unit 114, the memory card connection unit 115, the operation
controller 12, and the monitor 13 are connected.

[0091] In the game machine 1, the disk 14 containing the software of the
foregoing shooting game is loaded in the disk drive unit 114, so that the
game program and the game data, encoded and stored in a computer readable
format, are read out into a RAM 111c (to be described later) in the
control unit 111, from the disk drive unit 114. Execution of the game
program by a CPU 111a (to be described later) enables a player to enjoy
the game content. The player manipulates operation tools 12a to 12c (to
be described later) on the operation controller 12, to thereby operate
the player character in the game.

[0092] The game data in the disk 14 includes characters such as the player
character and the enemy character, the damage marks to be displayed when
an attack is received from the enemy character, image data such as
background landscape, data for sound effects, tables to be looked up for
progressing the game and drawing, and so forth.

[0093] The control unit 111 includes a microcomputer that controls the
overall action of the main body 11. The microcomputer includes a CPU
111a, a ROM 111b, RAM 111c and so on, which are mutually connected
through a bus line.

[0094] The CPU 111a executes the game program read out by the disk drive
unit 114 from the disk 14 into the RAM 111c, to thereby integrally
control the progress of the game. To be more detailed, when the player
manipulates the operation controller 12 to thereby input an operating
signal, the CPU 111a executes a predetermined process for progressing the
game according to the game program. The CPU 111a displays the processing
result on the monitor 13 in an image, and outputs the result through a
speaker 13a (described later) of the monitor 13 in a form of the sound
effects.

[0095] The ROM 111b contains a basic function of the game machine 1 such
as disk loading, and basic programs indicating procedure for reading out
the game program and the game data from the disk 14. The CPU 111a
activates the disk drive unit 114 according to the basic program in the
ROM 111b once the disk 14 is loaded in the disk drive unit 114, to
thereby read out the game program and the game data from the disk 14 into
the RAM 111c, thus setting the game machine ready for starting the game.

[0096] The RAM 111c serves to provide an area in which the game program
and the game data (including the image data such as the damage marks)
read out from the disk 14 by the disk drive unit 114 is to be stored, and
a work area for the CPU 111a to execute the game program. In the work
area, the damage mark table (Ref. FIG. 6) and so forth are stored.

[0097] The game program is constituted of a plurality of programs, for
example a game progress program for controlling the action of the player
character displayed on the monitor 13 based on the operating signal input
by the player through the operation controller 12, and a graphic control
program for controlling the image to be displayed on the monitor 13.

[0098] The CPU 111a reads out the game program and image data from the
disk 14 into the RAM 111c based on the operating signal input by the
player through the operation controller 12 when necessary, and processes
such data and executes the game program to thereby decide the content of
the image to be displayed on the monitor 13. The CPU 111a also decides
whether the attack from the enemy character has hit the player character,
to thereby decide the display of the damage mark through damage mark
processing to be subsequently described.

[0099] The drawing processor 112 serves to execute various calculations
necessary for the drawing process. The CPU 111a outputs a drawing
instruction to the drawing processor 112, for example every 1/30 second.
In response thereto, the CPU 111a decides the image to be displayed on
the monitor 13, and reads out the image data necessary for drawing that
image (polygon data of the objects such as the characters and the damage
marks, and background data) and light source data from the RAM 111c, to
provide such data to the drawing processor 112. The CPU 111a also
provides the drawing processor 112 with the position data of the
characters, information necessary for displaying the damage marks
(specifically, the angle data θd and θy of the attack
direction calculated through the equations (2) and (4)), and the
operating signal input through the operation controller 12.

[0100] The drawing processor 112 calculates the data necessary for drawing
(positional relationship between the objects and the background, the
coordinate of the polygons constituting the objects in the screen of the
monitor 13, texture corresponding to the respective polygons, and data
such as reflection characteristic of the polygons) based on the image
data and the operating signal provided from the CPU 111a, and generates
the image data for one frame of the display screen on a VRAM (not shown)
in the drawing processor 112 according to the calculation result. The
image data for the display screen thus generated is output as an image
signal to the monitor 13, for example every 1/30 second, thus to be
displayed thereon.

[0101] The sound processor 113 serves to execute various calculations
necessary for generating sounds and voices such as the sound effects. The
CPU 111a outputs the sound instruction to the sound processor 113, upon
deciding the sound effects or a BGM sound to be output through the
speaker 13a of the monitor 13. The sound processor 113 reads out the
sound data of the sound effects or the BGM from the RAM 111c according to
the sound instruction from the CPU 111a, and outputs the sound through
the speaker 13a after executing a predetermined processing and D/A
conversion.

[0102] The disk drive unit 114 serves to read out the game program and the
game data contained in the disk 14, based on a loading instruction (read
out instruction designating the game program and the game data to be
loaded) from the CPU 111a.

[0103] The memory card connection unit 115 serves to write the information
on the game progress into the memory card 15, and to read out such
information therefrom. The CPU 111a stores, upon receipt of a data-save
instruction from the player during or at an end of the game, the
information on the game progress (including types of the game characters
set up by the player, scores of battles, and various privileges such as
points or items acquired) in the memory card 15 through the memory card
connection unit 115. The information on the game progress thus stored in
the memory card 15 is read out into the RAM 111c before starting a
subsequent session of the game.

[0104] The I/O interface unit 116 serves to transmit to the control unit
111 the game program and the game data read out by the disk drive unit
114 and the memory card connection unit 115 and the operating signal
input through the operation controller 12, and to transmit the image
signal and the audio signal from the control unit 111, the drawing
processor 112, and the sound processor 113, to the monitor 13.

[0105] The communication processor 117 serves to control data transmission
and reception when executing communication with another game machine 1
through a network. The communication processor 117 transmits the
operating signal input through the operation controller 12 and the signal
output from the CPU 111a to the another game machine 1 through the
network, and receives a signal transmitted from the another game machine
1 through the network, to thereby input such signal to the CPU 111a.

[0106] The operation controller 12 is to be manipulated by the player for
activating the characters and executing various settings related to the
game, and includes a plurality of buttons 12a, a left lever 12b and a
right lever 12c. Once the player manipulates the operation controller 12,
the operating signal is transmitted to the control unit 111, so that the
character displayed on the monitor 13 performs a predetermined action.
Examples of the predetermined actions include moving actions such as
running, crouching, and jumping, and attacking an enemy with a weapon.
The moving action is primarily controlled with the left lever 12b, and
the attacking action with the buttons 12a and the right lever 12c.

[0107] The monitor 13 serves to display a screen showing the game progress
based on the image signal transmitted from the main body 11, and to
output the sounds such as the sound effects through the speaker 13a based
on the audio signal transmitted from the main body 11. The monitor 13 is
constituted of, for example, a TV receiver with an external input
terminal for receiving the image signal and the audio signal.

[0108] The disk 14 is for example an optical disk such as a DVD-ROM or a
CD-ROM. The disk 14 contains, together with the image data, the game
program and various data necessary for executing the game program. The
memory card 15 is a non-volatile recording medium on which data can be
overwritten, such as a flash memory. Since the data on the work area in
the RAM 111c is erased when the main body 11 of the game machine is
turned off, the memory card 15 stores therein the information on the game
progress that has to be preserved, out of the records in the work area of
the RAM 111c.

[0109] The game machine 1 can be connected to a network line 2 such as the
internet, through a network adapter 16. By such connection, the game can
be played between a plurality of game machines 1 through the network line
2 (what is known as "online game"). Although this embodiment exemplifies
the game to be played with a single game machine 1, the present invention
is also applicable to the online game.

[0110] Referring now to flowcharts shown in FIGS. 8 to 12, description
will be given on the damage mark processing to be executed by the CPU
111a of the game machine according to the present invention.

[0111]FIG. 8 is a flowchart showing steps of damage mark processing. The
damage mark processing includes calculating the information necessary for
displaying the damage mark on the display screen (hereinafter, "damage
mark information"), and transmitting such information to the drawing
processor 112. Since the drawing processor 112 needs to receive the
damage mark information for executing the drawing, the damage mark
processing is executed before the CPU 111a transmits the drawing
instruction to the drawing processor 112. Thus, the damage mark
processing is also executed every 1/30 second, as the drawing process.

[0112] First, a triangular damage mark timing process is executed (S1).
This is a process of measuring the time after the triangular damage mark
is displayed, the details of which will be described later. Then an
arcuate damage mark timing process is executed (S2). This is a process of
measuring the time after the arcuate damage mark is displayed, the
details of which will be described later.

[0113] The above is followed by a damage mark table update process (S3).
This is a process of deciding whether the player character has received
an attack (suffered a damage), thereby updating the damage mark table
(Ref. FIG. 6) in the affirmative case, the details of which will be
described later. A damage mark information transmission process is then
executed (S4), and the damage mark processing is completed. The damage
mark information transmission process includes calculating the damage
mark information necessary for the drawing process and transmitting such
information to the drawing processor 112, the details of which will be
described later.

[0114] The drawing processor 112 generates the image data such that the
damage mark can be displayed on the display screen, utilizing the damage
mark information transmitted through the damage mark processing and the
image data read out from the RAM 111c. In the case where the damage mark
information is not transmitted, the drawing processor 112 generates the
image data for the display screen that does not include the damage mark.

[0115]FIG. 9 is a flowchart showing steps of the triangular damage mark
timing process. The triangular damage mark timing includes measuring the
time after each of the triangular damage marks is displayed.

[0116] First, among the triangular damage marks DMT1 to DMT 3 in the
damage mark table (Ref. FIG. 6), the number of those bearing the ON-state
drawing flag is counted and input to a variable j (S11). In the case
where, for example, the damage mark table is as shown in FIG. 6, 2 is
input as j. In the case where the drawing flags of all the triangular
damage marks are OFF, the steps S13 to S19 to be described later, as well
as steps S42 to S46 shown in FIG. 12 to be described later are skipped,
since there is no triangular damage mark displayed. The variable j is
utilized for deciding whether those steps may be skipped.

[0117] Then it is decided whether the variable j is 0 (S12), and in the
affirmative case (S12: YES) the triangular damage mark timing process is
finished. This is because it is not necessary to measure the display
period when there is no triangular damage mark (DMT1 to DMT 3) with the
ON-state drawing flag, since in this case no triangular damage mark is
displayed.

[0118] In the case where j is not 0 (S12: NO), in other words when at
least one of the triangular damage marks bears the ON-state drawing flag,
the display period of such triangular damage mark is measured (S13 to
S19). Since the triangular damage mark timing process is executed every
1/30 second, counting the number of processes enables measuring the time.
In this embodiment, the counter of the damage mark table is advanced by 1
for measuring the time. When the counter reaches 15, 0.5 seconds have
elapsed, at which moment the drawing flag is turned OFF so that the
triangular damage mark is no longer displayed.

[0119] Then at the step S13, 1 is input as a variable i. The variable i
serves to designate one of the triangular damage marks DMT1 to DMT 3 on
the damage mark table. It is then decided whether F(i) is ON (S14). F(i)
is a variable that indicates the state of the drawing flag of the damage
mark table, such that, for example, F(1) indicates the state of the
drawing flag of DMT1. When the damage mark table is as shown in FIG. 6,
F(1) is ON, F(2) is ON, and F(3) is OFF. In the case where F(i) is ON
(S14: YES), C(i) is increased by 1 (S15). C(i) is a variable that
indicates the state of the counter of the damage mark table, such that,
for example, C(1) indicates the state of the counter for the DMT1. When
the damage mark table is as shown in FIG. 6, C(1) is 12, C(2) is 5, and
C(3) is 0.

[0120] It is then decided whether C(i) is not less than 15 (S16). In the
affirmative case (S16: YES), F(i) is set as OFF, and the variable j is
decreased by 1 (S17). In other words, once the counter exceeds 15 (0.5
seconds have elapsed after the mark is displayed), the corresponding
drawing flag is turned OFF, so that the corresponding triangular damage
mark is no longer displayed. Also, since the number of triangular damage
marks bearing the ON-state drawing flag is decreased at this moment, the
variable j is decreased by 1. In the case where C(i) is less than 15
(S16: NO), the process skips the step S17 and proceeds to the step S18.
In other words, the corresponding drawing flag is maintained ON, so that
the corresponding triangular damage mark continues to be displayed. In
the case where F(i) is OFF at the step S14 (S14: NO), the process
proceeds to the step S18 since the corresponding triangular damage mark
is not displayed and hence it is not necessary to measure the display
period.

[0121] Then the variable i is increased by 1 (S18), and it is decided
whether the variable is greater than 3 (D19). In the negative case (S19:
NO), the process returns to the step S14 and the timing process is
executed with respect to the triangular damage mark corresponding to the
variable i. In the affirmative case (S19: YES), the triangular damage
mark timing process is finished because the timing process has been
completed with respect to all of the triangular damage marks.

[0122] FIG. 10 is a flowchart showing steps of the arcuate damage mark
timing process. The arcuate damage mark timing process includes measuring
the period of time after the arcuate damage mark is displayed.

[0123] First, it is decided whether Fc is ON (S21). Fc is a variable that
indicates the state of the drawing flag of the arcuate damage mark DMC in
the damage mark table, and is ON when the damage mark table is as shown
in FIG. 6. In the case where Fc is ON (S21: YES), Cc is increased by 1
(S22). Cc is a variable that indicates the state of the counter for the
arcuate damage mark DMC in the damage mark table, and is 5 when the
damage mark table is as shown in FIG. 6. The counter is increased by 1
for calculating the display period, only when the drawing flag of the
arcuate damage mark DMC is ON.

[0124] Then it is decided whether Cc is not less than 30 (S23). In the
affirmative case (S23: YES), Fc is turned OFF (S24) and the arcuate
damage mark timing process is finished. In other words, when the counter
exceeds 30 (one second or more has elapsed after the arcuate damage mark
is displayed), the drawing flag of the arcuate damage mark DMC is turned
OFF, so that the arcuate damage mark is no longer displayed. In the
negative case (S23: NO), the step S24 is skipped and the arcuate damage
mark timing process is finished. In other words, the drawing flag of the
arcuate damage mark DMC is maintained ON, so that the arcuate damage mark
remains displayed. In the case where Fc is OFF at the step S21 (S21: NO),
the arcuate damage mark timing process is finished since the arcuate
damage mark is not displayed and hence it is not necessary to measure the
display period.

[0125] According to the flowcharts shown in FIGS. 9 and 10, the counter of
the damage mark table is increased in an increment of 1 to thereby
measure the time, utilizing the setting that the damage mark processing
is executed every 1/30 second. Here, the interval at which the damage
mark processing is executed (interval at which the drawing process is
executed) may vary instead of being fixed. Under such setting, the
counting increment may be adjusted according to the interval. For
example, in the case where the damage mark processing is executed every
1/60 second, the count may be increased in an increment of 0.5, and in
the case where the damage mark processing is executed every 1/15 second,
the count may be increased in an increment of 2. Alternatively, the
actual lapse of time may be measured instead of counting the processings.
In this case, the CPU 111a may be set to measure the time and to add the
elapsed time after the preceding damage mark processing.

[0126] FIG. 11 is a flowchart showing steps of the damage mark table
update process. The damage mark table update process includes deciding
whether the player character has received an attack (suffered a damage),
to thereby update the damage mark table (Ref FIG. 6) in the affirmative
case.

[0127] First, it is decided whether the player character has suffered a
damage, i.e. has received an attack from the enemy character (S31). Such
decision is made according to a result of a damage decision process
(deciding whether the player character has received the attack from the
enemy characters through comparison of the coordinate of the bullets
fired by the respective enemy characters and that on the polygon
constituting the player character). Also, through the damage decision
process, in the case where the coordinate of the bullet fired by the
enemy character and that on the polygon constituting the player character
coincide, the coordinate of that bullet is acquired as the impact point
coordinate, and the coordinate of the point of the machine gun at the
moment that the bullet has been fired is acquired as the firing point
coordinate. Here, the result of the damage decision process is also
reflected to a decrease in Hit Point HP (Ref FIG. 1). In the case where
the player character has suffered a damage (S31: YES), the firing point
coordinate of the arcuate damage mark and at least one of the triangular
damage marks in the damage mark table are overwritten (S34 to S38).

[0128] In the case where the variable j is 3, i.e. the drawing flags of
all the triangular damage marks are ON (S32: YES), the drawing flag of
the oldest triangular damage mark (having a greatest counter value) is
turned OFF, and the variable j is decreased by 1 (S33). Since three
triangular damage marks are utilized in this embodiment, in the case
where the three triangular damage marks are already displayed, an oldest
triangular damage mark is erased so that a new one can be displayed.
Also, since the number of triangular damage marks bearing the ON-state
drawing flag is decreased at this moment, the variable j is decreased by
1.

[0129] Then a numeral k designating one of the triangular damage marks
bearing the OFF-state drawing flag is acquired (S34). Through the steps
S32 and S33, the drawing flag of at least one of the triangular damage
marks is turned OFF. Under the state according to the damage mark table
shown in FIG. 6 the drawing flag of DMT 3 is OFF, and hence 3 is acquired
as k. In the case where two or more triangular damage marks bear the
OFF-state drawing flag, the smaller number is acquired. For example, DMT1
and DMT 3 bear the OFF-state drawing flag, 1 is acquired as k. Here, the
greater number may be acquired, or either number may be optionally
acquired.

[0130] Then the firing point coordinate and the impact point coordinate of
the triangular damage mark corresponding to the numeral k in the damage
mark table are overwritten into the coordinate acquired through the
damage decision process (S35), and the counter C(k) is initialized to 0
and the drawing flag F(k) is turned ON (S36). Since the number of
triangular damage marks bearing the ON-state drawing flag is increased at
this moment, the variable j is increased by 1.

[0131] The firing point coordinate and the impact point coordinate of the
arcuate damage mark in the damage mark table are overwritten into the
coordinate acquired through the damage decision process (S37); the
counter Cc is initialized to 0; the drawing flag Fc is turned ON (S38);
and the damage mark table update process is finished.

[0132] In the case where the player character has not suffered a damage at
the step S31 (S31: NO), the damage mark table is not updated and the
damage mark table update process is finished.

[0133] FIG. 12 is a flowchart showing steps of the damage mark information
transmission process. The damage mark information transmission process
includes calculating the damage mark information necessary for the
drawing process, and transmitting such information to the drawing
processor 112.

[0134] First, it is decided whether the variable j is 0 (S41), and in the
affirmative case (S41: YES), the process proceeds to the step S47. This
is because in the case where none of the triangular damage marks (DMT1 to
DMT 3) bears the ON-state drawing flag, it is not necessary to transmit
the damage mark information since there is no triangular damage mark to
be displayed.

[0135] In the negative case (S41: NO), in other words in the case where at
least one of the triangular damage marks bears the ON-state drawing flag,
the damage mark information of that triangular damage mark bearing the
ON-state drawing flag is calculated and transmitted (S42 to 46).

[0136] Then 1 is input as the variable i at the step S42, and it is
decided whether F(i) is ON (S43). In the affirmative case (S43: YES), the
damage mark information of the corresponding triangular damage mark is
calculated and transmitted to the drawing processor 112 (S44). The damage
mark information specifically includes the angles θd and θy
necessary for drawing the damage mark, which are calculated through the
equations (2) and (4) based on the firing point coordinate and the impact
point coordinate recorded in the damage mark table.

[0137] Instead of calculating the angles θd and θy in the CPU
111a, the firing point coordinate and the impact point coordinate may be
transmitted to the drawing processor 112 as the damage mark information,
so that the drawing processor 112 may calculate the angles θd and
θy. Also, the vector directed to the firing point coordinate from
the impact point coordinate may be calculated, and such vector may be
recorded in the damage mark table in place of the firing point coordinate
and the impact point coordinate. Alternatively, the angles θd and
θy may be first calculated based on the firing point coordinate and
the impact point coordinate, and then recorded in the damage mark table
in place of the firing point coordinate and the impact point coordinate.
In these cases, the transmission can be executed without calculating the
damage mark information, at the step S44.

[0138] In the case where F(i) is OFF at the step S43 (S43: NO), the
process skips the step S44 and proceeds to the step S45, because the
corresponding triangular damage mark is not displayed. Then the variable
i is increased by 1 (S45), and it is decided whether the variable i has
exceeded 3 (S46). In the negative case (S46: NO), the process returns to
the step S43. In the affirmative case (S46: YES), the process proceeds to
the step S47.

[0139] Then it is decided whether Fc is ON (S47). In the affirmative case
(S47: YES), the damage mark information of the arcuate damage mark is
calculated and transmitted to the drawing processor 112 (S48). The angles
θd and θy which are the damage mark information can be
calculated through the equations (2) and (4) based on the firing point
coordinate and the impact point coordinate recorded in the damage mark
table.

[0140] The firing point coordinate and the impact point coordinate of the
arcuate damage mark coincide with those of the latest triangular damage
mark (DMT2 in FIG. 6), and hence the damage mark information may be
calculated based on the firing point coordinate and the impact point
coordinate of the triangular damage mark and transmitted, and
alternatively the damage mark information calculated at the step S44 may
be transmitted. Otherwise, the firing point coordinate and the impact
point coordinate may be transmitted to the drawing processor 112 as the
damage mark information, so that the drawing processor 112 may calculate
the angles θd and θy, or the vector directed to the firing
point coordinate from the impact point coordinate may be recorded in the
damage mark table. Alternatively, the angles θd and θy may be
calculated in advance and recorded in the damage mark table.

[0141] In the case where Fc is OFF at the step S47 (S47: NO), the arcuate
damage mark is not displayed, and hence the step S48 is skipped and the
damage mark information transmission process is finished.

[0142] According to this embodiment, when the player character is attacked
the damage marks are located and displayed at a position corresponding to
the attack direction on the region set around the player character, based
on the firing point coordinate of the bullet fired by the enemy character
and the impact point coordinate on the player character. Since the damage
marks are thus displayed around the player character, the attack
direction indicated by the damage marks and the actual attack direction
in the virtual space can be displayed in correlation with each other, so
that the player can readily recognize from which direction the enemy
character has made the attack. Also, the damage marks are displayed on
the display screen by projection like other objects in the 3D virtual
game space, and therefore the back and forth direction (depthwise
direction) of the virtual game space can be expressed. Such arrangement
further facilitates the player to readily recognize from which direction
the enemy character has made the attack. Further, since the display of
the damage mark also reflects the height component of the attack
direction from the enemy character, the player can readily recognize
whether the enemy character that has made the attack is located at a
higher position or a lower position.

[0143] This embodiment employs the conical triangular damage marks and the
arcuate damage mark, so that the triangular damage marks indicate a
precise direction of the attack, and that even when the triangular damage
marks are hidden behind the player character and difficult to be seen,
the large arcuate damage mark can roughly indicate the attack direction.
Also, the number of the triangular damage marks is limited to three, and
just a single arcuate damage mark is employed, and further the display
period is set at 0.5 seconds and 1 second respectively. Such arrangement
prevents such a situation that too many damage marks are displayed at a
time and the display screen becomes too much complicated to watch.

[0144] Although the foregoing embodiment exemplifies the case where the
damage marks are displayed based on the firing point coordinate of the
bullet fired by the enemy character and the impact point coordinate on
the player character, the present invention is applicable to a different
situation. For example, in the case where the enemy character utilizes
arrows or stones for the attack, the coordinate of the position where the
arrow has been emitted or the stone has been thrown (corresponding to the
attack firing point according to the present invention) may be employed
in place of the firing point information, and the coordinate of the
position where the arrow or the stone has hit the player character
(corresponding to the attack impact point according to the present
invention) may be employed in place of the impact point coordinate. Also,
a different position coordinate of the enemy character may be employed
instead of the coordinate of the position where the attack from the enemy
character is originated, such as the firing point coordinate, and a
different position coordinate of the player character may be employed
instead of the position where the player character receives the attack,
such as the impact point coordinate. More specifically, the coordinate of
a desired position (reference point) on the enemy character may be
employed instead of the firing point coordinate, and the coordinate of a
desired position (reference point) on the player character may be
employed instead of the impact point coordinate.

[0145] Also, although the embodiment exemplifies the case where the damage
marks are located in reference to the player character position
coordinate, the damage marks may be otherwise located. The reference
point for locating the damage marks may be set on the impact point
coordinate, or on a desired point on the player character. Here, in order
to express the attack direction toward the player character, a point on
the player character (including the inside and vicinity of the player
character) has to be utilized as the reference. Also, the central point
for defining the locating region of the damage mark may be set on a
plurality of positions, without limitation to just one. For example,
other than the player character position coordinate, the locating region
of the damage mark may be set about a point on the head and the leg of
the player character, so that the location of the damage mark may be
switched between those locating regions according to the angle θy
(Ref. FIG. 5). For example, the damage mark may be located on the
locating region about the point on the head when the angle θy is
not smaller than 15°, or located on the locating region about the
point on the leg when the angle θy is not greater than -15°,
or located on the locating region about the player character position
coordinate when the angle θy greater than -15° but smaller
than 15°. Also, the triangular damage mark displayed in such cases
may be displayed with an inclination according to the angle θy.

[0146] Also, the location of the damage mark may be switched between the
foregoing locating regions according to the impact point on the player
character. For example, in the case where the impact point is on the
upper body of the player character the damage mark may be located about
the player character position coordinate (located on the locating region
formed about the player character position coordinate), and in the case
where the impact point is on the head of the player character the damage
mark may be located about the central point of the head (located on the
locating region formed about the head). Alternatively, different
reference points may be given according to the type of the damage mark.

[0147] Further, although the embodiment exemplifies the case where the
image data of the damage marks is prepared in advance to be located about
the player character position coordinate, and the damage marks are
rotationally located by an angle determined according to the attack
direction about the player character position coordinate, the damage
marks may be otherwise located. The reference point may be determined
based on a circle, a circular column, or a sphere formed about the player
character position coordinate and based on the attack direction, to
thereby locate the damage mark about such reference point. For example,
the reference point may be set on an intersection of a sphere of a
predetermined radius about the player character position coordinate and a
line connecting the firing point coordinate and the impact point
coordinate, to thereby locate the damage mark about such reference point.
Also, the damage marks may be located in different manners according to
the type thereof.

[0148] Further, although the embodiment employs the conical triangular
damage marks and the arcuate damage mark, the damage marks may be
provided in a different manner. The number of types of the damage marks
to be utilized, the number of damage marks to be displayed and the
display period thereof may be determined as desired. Also, the shape,
size, and color of the damage marks to be displayed are not specifically
limited, but may vary according to the state. For example, the damage
mark may be set to be normally yellow, and to turn red in the case where
the Hit Point HP (Ref FIG. 1) of the player drops below a predetermined
level (for instance, 20%). Such change in color permits the player to
recognize that the player character is in a dangerous situation. Also,
the shape, size, and color of the damage marks may vary according to the
distance from the enemy character. For example, the length (height of the
cone) of the triangular damage marks or the size of the arcuate damage
mark (length of the arc) may be increased according to the distance from
the enemy character. Such difference in size enables the player to
recognize the distance from the enemy character.

[0149] Although the damage decision process is executed based on the
coordinate of the bullet and that on the polygon constituting the player
character in the foregoing embodiment, the damage decision process may be
otherwise executed. The damage decision process may be executed through
decision of collision of a solid enclosing therein the player character
(or formed inside the player character) and the bullet. Examples of the
shape of the solid include a sphere, an ellipsoid, a parallelepiped, and
combinations thereof. The solid may be of any such shape, however it is
preferable that the shape of the solid generally fits the shape of the
player character.

[0150] Although the embodiment exemplifies the case where the game is
played on a home-use game machine, a game machine of a different type may
be employed. The present invention is widely applicable to game machines
such as a portable game machine, an arcade game machine, a personal
computer in which a game software is installed, and so forth.

[0151] Although the embodiment exemplifies the case where the game machine
1 is used by a single person, the present invention is applicable to a
different situation. For example, a plurality of game machines 1 may be
connected through a cable or wireless communication, and the game machine
1 may be connected to a game server through the internet line 2, to
thereby simultaneously play the same game with the plurality of game
machines 1.

[0152] Although the embodiment takes up the shooting game as the example,
the present invention is applicable to a game of a different type. Since
the feature of the present invention lies in facilitating the player to
readily recognize from which direction the enemy character not displayed
on the monitor screen is making the attack, the present invention is
suitably applicable to such a game in which the enemy character makes the
attack from a distant location. For example, the present invention is
applicable to a role-playing game in which real-time shooting is made,
and to a fighting game in which a plurality of enemy characters utilize a
projectile weapon for the attack. The present invention is also
applicable to a game in which the player character attempts to escape
dodging unilateral attacks from the enemy character, without attacking
the enemy character.

[0153] Further, the present invention is applicable to such games in which
characters operated by a plurality of players or controlled by the CPU
organize a team and collaborate in the fight with the enemy characters,
and in which the fight is waged against the enemy character operated by
another player. The enemy character does not necessarily have to be an
object that simulates a personality, but may be a movable weapon such as
a robot, a fighter, a tank, or a cannon. The game machine according to
the present invention is not limited to the foregoing embodiment.
Specific structure of each part of the game machine according to the
present invention may be designed in various different manners.

Patent applications by CAPCOM CO., LTD.

Patent applications in class In a game including a simulated projectile (e.g., bullet, missile, ball, puck, etc.)

Patent applications in all subclasses In a game including a simulated projectile (e.g., bullet, missile, ball, puck, etc.)